Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     index_enemy = 0;
     Camera cam = GameObject.Find ("Main Camera").GetComponent<Camera> ();
     camH = cam.orthographicSize * 2f;
     camW = camH * cam.aspect;
     currentenemy = WaveInfo[index_enemy];
     bottomPos.x= camW/2 +1f;
     bottomPos.y = -camH / 2 + 0.2f;
     bottomPos.z = 0f;
 }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        index_enemy = 0;
        Camera cam = GameObject.Find("Main Camera").GetComponent <Camera> ();

        camH         = cam.orthographicSize * 2f;
        camW         = camH * cam.aspect;
        currentenemy = WaveInfo[index_enemy];
        bottomPos.x  = camW / 2 + 1f;
        bottomPos.y  = -camH / 2 + 0.2f;
        bottomPos.z  = 0f;
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        Camera cam = GameObject.Find("Main Camera").GetComponent <Camera>();

        camH            = cam.orthographicSize * 2f;
        camW            = camH * cam.aspect;
        topPos.x        = bottomPos.x = middlePos.x = sinebotPos.x = sinetopPos.x = camW / 2 + 1f;
        middlePos.z     = 0f;
        topPos.y        = camH / 2 - 1f;
        topPos.z        = 0f;
        bottomPos.y     = -topPos.y + 1f;
        bottomPos.z     = 0f;
        BackgroundPos.x = topPos.x + 80f;
        BackgroundPos.y = middlePos.y = (topPos.y + bottomPos.y) / 2 - 0.5f;
        BackgroundPos.z = 0;
        fanstopPos.x    = fansbotPos.x = topPos.x;
        fanstopPos.y    = topPos.y - 0.8f;
        fansbotPos.y    = bottomPos.y + 0.8f;
        fanstopPos.z    = fansbotPos.z = topPos.z;
        sinetopPos.y    = (topPos.y + bottomPos.y) / 2 + 2.5f;
        sinebotPos.y    = -sinebotPos.y;
        sinetopPos.y   -= 1.5f;
        sinebotPos.y   -= 2.5f;
        sinetopPos.z    = 0f;
        sinebotPos.z    = 0f;

        DeePos.x     = topPos.x;
        DeePos.y     = topPos.y;
        DeePos.z     = 0;
        hat          = null;
        DeedownPos.x = bottomPos.x;
        DeedownPos.y = bottomPos.y;
        DeedownPos.z = 0;
        JumperPos.y  = bottomPos.y + camH / 6;
        JumperPos.x  = camW / 2;
        JumperPos.z  = 0;

        BottomDuckerPos.x = TopDuckerPos.x = -camW / 2;
        TopDuckerPos.y    = topPos.y;
        BottomDuckerPos.y = bottomPos.y;
        BottomDuckerPos.z = TopDuckerPos.z = 0;

        respawn      = 0.14f;
        addedenemy   = 0;
        spot         = 0;
        currentenemy = WaveInfo[spot];

        hatchercount = 1;
    }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        Camera cam = GameObject.Find("Main Camera").GetComponent<Camera>();
        camH = cam.orthographicSize * 2f;
        camW = camH * cam.aspect;
        topPos.x = bottomPos.x = middlePos.x =  sinebotPos.x = sinetopPos.x= camW/2 +1f;
        middlePos.z = 0f;
        topPos.y = camH/2-1f;
        topPos.z = 0f;
        cavePos = topPos;
        cavePos.y += 0.5f;
        bottomPos.y= -topPos.y+1f;
        bottomPos.z = 0f;
        BackgroundPos.x = topPos.x + 80f;
        BackgroundPos.y = middlePos.y = (topPos.y + bottomPos.y) / 2 -0.5f;
        BackgroundPos.z = 0;
        fanstopPos.x = fansbotPos.x = topPos.x;
        fanstopPos.y = topPos.y - 0.8f;
        fansbotPos.y = bottomPos.y + 0.8f;
        fanstopPos.z = fansbotPos.z = topPos.z;
        sinetopPos.y = (topPos.y + bottomPos.y) / 2 + 2.5f;
        sinebotPos.y = -sinebotPos.y;
        sinetopPos.y -= 1.5f;
        sinebotPos.y -= 2.5f;
        sinetopPos.z = 0f;
        sinebotPos.z = 0f;

        DeePos.x = topPos.x;
        DeePos.y = topPos.y;
        DeePos.z = 0;
        hat = null;
        DeedownPos.x = bottomPos.x;
        DeedownPos.y = bottomPos.y;
        DeedownPos.z = 0;
        JumperPos.y = bottomPos.y+camH/6;
        JumperPos.x = camW / 2;
        JumperPos.z = 0;

        BottomDuckerPos.x = TopDuckerPos.x = -camW / 2;
        TopDuckerPos.y = topPos.y;
        BottomDuckerPos.y = bottomPos.y;
        BottomDuckerPos.z = TopDuckerPos.z = 0;

        topRoadPos = topPos;
        topRoadPos.y += 2f;

        obstcalePos.x = camW / 2 + 2.5f;
        obstcalePos.y = 0f;
        obstcalePos.z = 0f;
        countNum = 0;
        respawnforobstacle = 0f;

        respawn = 0.14f;
        addedenemy = 0;
        spot = 0;
        currentenemy = WaveInfo[spot];
        count = 0;
        size = (float)WaveInfo.Count;
        GameObject.Find ("Slider").GetComponent<Slider> ().value = (spot+1) / size;

        tutorial = GameObject.Find ("Tutorial").GetComponent<Text>();
        msg [0] = "Press Z to rotate counter-clockwise, X to rotate clockwise. (Z = K, X = L)";

        msg [1] = "Destroy the entire formation of Stars to get a a power-up capsule.";
        msg [2] = "Time-varying Force field will change the trajactory.";
        msg [3] = "Stay away from the tubes.";
        msg [9] = "Mario: Get Me!";
        msg [10] = "Mario: Do Not Shoot at Me!";
        msg [11] = "Mario: Do Not Shoot at Me!";
        msg [12] = "Mario: Do Not Shoot at Me!";
        fansIndex = 0;
        print (middlePos);
    }
Esempio n. 5
0
    // Update is called once per frame
    void Update()
    {
        if (BackgroundScroll.speed == 0)
            return;
        if (Time.time < nextwavetime) {
            return;
        }
        if (spot >= WaveInfo.Count)
            return;

        //tutorial
        tutorial.text = msg[spot];
        if (spot == 0) {
            tutorial.text = msg[0];
            if (Input.GetKey (KeyCode.Z)||Input.GetKey (KeyCode.K)||Input.GetKey (KeyCode.X)||Input.GetKey (KeyCode.L)) {
                spot = 1;
            }
            return;
        } else if (spot == 1) {
            if (!ifinstruction){
                ifinstruction = true;
            }

            CoreForce.dir = Vector3.down;
            CoreForce.dirop = Vector3.up;
            if (PlayerController.pow != powerLevel.Double) {
                respawn -= Time.deltaTime;
                if (respawn > 0)
                    return;
                respawn = spawnTime;
                GameObject fans = (GameObject)Instantiate (currentenemy.enemyPrefab, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent<FansEnemys> ().index = fansIndex;
                addedenemy++;
                if (addedenemy < currentenemy.count){
                    return;
                }

                fansIndex += 1;
                addedenemy = 0;
                spot--;
                tutorial.text = msg[1];
                nextwavetime = Time.time+currentenemy.delaytime;
            }
            spot++;
            GameObject.Find ("Slider").GetComponent<Slider> ().value = spot / size;
            currentenemy = WaveInfo [spot];
            return;
        } else if (spot == 2) {

            if (PlayerController.pow != powerLevel.Shield) {
                respawn -= Time.deltaTime;
                if (respawn > 0)
                    return;
                respawn = spawnTime;
                GameObject fans = (GameObject)Instantiate (currentenemy.enemyPrefab, topPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                GameObject fans2 = (GameObject)Instantiate (currentenemy.enemyPrefab2, bottomPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
                fans.GetComponent<FansEnemys> ().index = fansIndex;
                fans2.GetComponent<FansEnemys> ().index = fansIndex+1;
                addedenemy++;
                if (addedenemy < currentenemy.count){
                    return;
                }
                fansIndex += 2;
                addedenemy = 0;
                spot--;
                nextwavetime = Time.time+currentenemy.delaytime;
            }
            spot++;
            GameObject.Find ("Slider").GetComponent<Slider> ().value = spot / size;
            currentenemy = WaveInfo [spot];
            return;
        }
        if (spot >= 8) {
            CoreForce.dir = Vector3.down;
            CoreForce.dirop = Vector3.up;
        }
        switch(currentenemy.enemytype){
        case typeifenemies.road:
            Instantiate (currentenemy.enemyPrefab, topRoadPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;
        case typeifenemies.fan:
            respawn -= Time.deltaTime;
            if (respawn > 0)
                return;

            respawn = spawnTime;

            if (side == true) {
                GameObject fans = (GameObject)Instantiate (currentenemy.enemyPrefab, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent<FansEnemys>().index = fansIndex;
            } else {
                GameObject fans = (GameObject)Instantiate (currentenemy.enemyPrefab, topPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent<FansEnemys>().index = fansIndex;
            }
            addedenemy++;
            if (addedenemy < currentenemy.count){
                return;
            }
            fansIndex += 1;
            side = !side;
            break;
        case typeifenemies.garun:
            respawn -= Time.deltaTime;
            if (respawn > 0)
                return;
            respawn = 1.5f;
            Instantiate (currentenemy.enemyPrefab, fansbotPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            Instantiate (currentenemy.enemyPrefab2, middlePos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            Instantiate (currentenemy.enemyPrefab3, fanstopPos, currentenemy.enemyPrefab3.gameObject.transform.rotation);

            addedenemy++;
            if (addedenemy < currentenemy.count){
                return;
            }
            break;
        case typeifenemies.sine:
            respawn -= Time.deltaTime;
            if (respawn > 0)
                return;
            respawn = 1f;
            if ( addedenemy==1 && currentenemy.index==1) {
                GameObject sine1 = (GameObject)Instantiate (currentenemy.enemyPrefab3, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                GameObject sine2 = (GameObject)Instantiate (currentenemy.enemyPrefab4, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
                sine1.GetComponent<SineE>().isRed = true;
                sine2.GetComponent<SineE>().isRed = true;
            }
            else {
                Instantiate (currentenemy.enemyPrefab, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                Instantiate (currentenemy.enemyPrefab2, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            }
            addedenemy++;
            if (addedenemy<currentenemy.count)
                return;
            break;
        case typeifenemies.cave:
            count ++;
            if (count == 200) {
                if (caveside == true) {
                    Instantiate (cave, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                }
                else {
                    Instantiate (cave, cavePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                }
                caveside = !caveside;
                count = 0;
                addedenemy++;
            }
            if (addedenemy < currentenemy.count){
                return;
            }
            break;
        case typeifenemies.obstcale:
            respawnforobstacle -=Time.deltaTime;
            if (respawnforobstacle > 0)
                return;
            respawnforobstacle = 3.5f;
            Instantiate (currentenemy.enemyPrefab, obstcalePos,currentenemy.enemyPrefab.gameObject.transform.rotation);
            countNum++;
            if (countNum < currentenemy.count)
                return;
            break;
        case typeifenemies.mario:
            Instantiate (currentenemy.enemyPrefab, middlePos,currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;
        default:
            break;
        }
        spot++;
        if (spot >= WaveInfo.Count)
            return;
        GameObject.Find ("Slider").GetComponent<Slider> ().value = spot / size;
        currentenemy = WaveInfo [spot];
        if (currentenemy.enemytype == typeifenemies.fan) {
            respawn = 0;
        }
        nextwavetime = Time.time+currentenemy.delaytime;
        respawn = 0;
        addedenemy = 0;
    }
Esempio n. 6
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    // Update is called once per frame
    void Update()
    {
        Debug.Log(spot);
        if (Time.time < nextwavetime)
        {
            return;
        }
        if (spot >= WaveInfo.Count)
        {
            return;
        }
        switch (currentenemy.enemytype)
        {
        case typeifenemies.background:
            Instantiate(currentenemy.enemyPrefab, BackgroundPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;

        case typeifenemies.fan:
            respawn -= Time.deltaTime;
            if (respawn > 0)
            {
                return;
            }

            respawn = spawnTime;

            if (side == true)
            {
                GameObject fans = (GameObject)Instantiate(currentenemy.enemyPrefab, fansbotPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent <FansEnemys>().index = currentenemy.index;
            }
            else
            {
                GameObject fans = (GameObject)Instantiate(currentenemy.enemyPrefab, fanstopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent <FansEnemys>().index = currentenemy.index;
            }
            addedenemy++;
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            side = !side;
            break;

        case typeifenemies.garun:
            respawn -= Time.deltaTime;
            if (respawn > 0)
            {
                return;
            }
            respawn = 1.5f;
            Instantiate(currentenemy.enemyPrefab, fansbotPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            Instantiate(currentenemy.enemyPrefab2, middlePos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            Instantiate(currentenemy.enemyPrefab3, fanstopPos, currentenemy.enemyPrefab3.gameObject.transform.rotation);

            addedenemy++;
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            break;

        case typeifenemies.sine:
            respawn -= Time.deltaTime;
            if (respawn > 0)
            {
                return;
            }
            respawn = 1f;
            if (addedenemy == 1 && currentenemy.index == 1)
            {
                GameObject sine1 = (GameObject)Instantiate(currentenemy.enemyPrefab3, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                GameObject sine2 = (GameObject)Instantiate(currentenemy.enemyPrefab4, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
                sine1.GetComponent <SineE>().isRed = true;
                sine2.GetComponent <SineE>().isRed = true;
            }
            else
            {
                Instantiate(currentenemy.enemyPrefab, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                Instantiate(currentenemy.enemyPrefab2, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            }
            addedenemy++;
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            break;

        case typeifenemies.ducker:
            Instantiate(currentenemy.enemyPrefab, TopDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            Instantiate(currentenemy.enemyPrefab2, BottomDuckerPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            break;

        case typeifenemies.topducker:
            if (currentenemy.index == 1)
            {
                GameObject ducker1 = (GameObject)Instantiate(currentenemy.enemyPrefab, TopDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                ducker1.GetComponent <DuckerE>().isRed = true;
            }
            else
            {
                Instantiate(currentenemy.enemyPrefab, TopDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            }
            break;

        case typeifenemies.bottomducker:
            if (currentenemy.index == 1)
            {
                GameObject ducker2 = (GameObject)Instantiate(currentenemy.enemyPrefab, BottomDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                ducker2.GetComponent <DuckerE>().isRed = true;
            }
            else
            {
                Instantiate(currentenemy.enemyPrefab, BottomDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            }
            break;

        case typeifenemies.dee:
            if (hatchercount % 3 == 0 || spot == 12)
            {
                Instantiate(currentenemy.enemyPrefab, DeePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                StartCoroutine(deedelay());
                Instantiate(currentenemy.enemyPrefab2, DeePos + new Vector3(1f, 0f, 0f), currentenemy.enemyPrefab2.gameObject.transform.rotation);
                if (currentenemy.count == 3)
                {
                    StartCoroutine(deedelay());
                    Instantiate(currentenemy.enemyPrefab3, DeePos + new Vector3(2f, 0f, 0f), currentenemy.enemyPrefab3.gameObject.transform.rotation);
                }
            }
            else
            {
                Instantiate(currentenemy.enemyPrefab, DeedownPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                StartCoroutine(deedelay());
                Instantiate(currentenemy.enemyPrefab2, DeedownPos + new Vector3(1f, 0f, 0f), currentenemy.enemyPrefab2.gameObject.transform.rotation);
                if (currentenemy.count == 3)
                {
                    StartCoroutine(deedelay());
                    Instantiate(currentenemy.enemyPrefab3, DeedownPos + new Vector3(2f, 0f, 0f), currentenemy.enemyPrefab3.gameObject.transform.rotation);
                }
            }
            break;

        case typeifenemies.boss:
            Instantiate(currentenemy.enemyPrefab, middlePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;

        case typeifenemies.jumper:
            Instantiate(currentenemy.enemyPrefab, JumperPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;

        case typeifenemies.hatcher:
            //if (!ifneednext){
            if (hatchercount % 3 != 0)
            {
                Instantiate(currentenemy.enemyPrefab, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            }
            else
            {
                Instantiate(currentenemy.enemyPrefab2, topPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            }
            hatchercount++;

            //ifneednext = true;
            //return;
            //}
            //fneednext = false;
            break;

        default:
            break;
        }
        spot++;
        if (spot >= WaveInfo.Count)
        {
            return;
        }
        currentenemy = WaveInfo [spot];
        if (currentenemy.enemytype == typeifenemies.fan)
        {
            respawn = 0;
        }
        nextwavetime = Time.time + currentenemy.delaytime;
        respawn      = 0;
        addedenemy   = 0;
    }
Esempio n. 7
0
    // Use this for initialization
    void Start()
    {
        Camera cam = GameObject.Find("Main Camera").GetComponent <Camera>();

        camH            = cam.orthographicSize * 2f;
        camW            = camH * cam.aspect;
        topPos.x        = bottomPos.x = middlePos.x = sinebotPos.x = sinetopPos.x = camW / 2 + 1f;
        middlePos.z     = 0f;
        topPos.y        = camH / 2 - 1f;
        topPos.z        = 0f;
        cavePos         = topPos;
        cavePos.y      += 0.5f;
        bottomPos.y     = -topPos.y + 1f;
        bottomPos.z     = 0f;
        BackgroundPos.x = topPos.x + 80f;
        BackgroundPos.y = middlePos.y = (topPos.y + bottomPos.y) / 2 - 0.5f;
        BackgroundPos.z = 0;
        fanstopPos.x    = fansbotPos.x = topPos.x;
        fanstopPos.y    = topPos.y - 0.8f;
        fansbotPos.y    = bottomPos.y + 0.8f;
        fanstopPos.z    = fansbotPos.z = topPos.z;
        sinetopPos.y    = (topPos.y + bottomPos.y) / 2 + 2.5f;
        sinebotPos.y    = -sinebotPos.y;
        sinetopPos.y   -= 1.5f;
        sinebotPos.y   -= 2.5f;
        sinetopPos.z    = 0f;
        sinebotPos.z    = 0f;

        DeePos.x     = topPos.x;
        DeePos.y     = topPos.y;
        DeePos.z     = 0;
        hat          = null;
        DeedownPos.x = bottomPos.x;
        DeedownPos.y = bottomPos.y;
        DeedownPos.z = 0;
        JumperPos.y  = bottomPos.y + camH / 6;
        JumperPos.x  = camW / 2;
        JumperPos.z  = 0;

        BottomDuckerPos.x = TopDuckerPos.x = -camW / 2;
        TopDuckerPos.y    = topPos.y;
        BottomDuckerPos.y = bottomPos.y;
        BottomDuckerPos.z = TopDuckerPos.z = 0;

        topRoadPos    = topPos;
        topRoadPos.y += 2f;

        obstcalePos.x      = camW / 2 + 2.5f;
        obstcalePos.y      = 0f;
        obstcalePos.z      = 0f;
        countNum           = 0;
        respawnforobstacle = 0f;

        respawn      = 0.14f;
        addedenemy   = 0;
        spot         = 0;
        currentenemy = WaveInfo[spot];
        count        = 0;
        size         = (float)WaveInfo.Count;
        GameObject.Find("Slider").GetComponent <Slider> ().value = (spot + 1) / size;

        tutorial = GameObject.Find("Tutorial").GetComponent <Text>();
        msg [0]  = "Press Z to rotate counter-clockwise, X to rotate clockwise. (Z = K, X = L)";

        msg [1]   = "Destroy the entire formation of Stars to get a a power-up capsule.";
        msg [2]   = "Time-varying Force field will change the trajactory.";
        msg [3]   = "Stay away from the tubes.";
        msg [9]   = "Mario: Get Me!";
        msg [10]  = "Mario: Do Not Shoot at Me!";
        msg [11]  = "Mario: Do Not Shoot at Me!";
        msg [12]  = "Mario: Do Not Shoot at Me!";
        fansIndex = 0;
        print(middlePos);
    }
Esempio n. 8
0
    // Update is called once per frame
    void Update()
    {
        if (BackgroundScroll.speed == 0)
        {
            return;
        }
        if (Time.time < nextwavetime)
        {
            return;
        }
        if (spot >= WaveInfo.Count)
        {
            return;
        }


        //tutorial
        tutorial.text = msg[spot];
        if (spot == 0)
        {
            tutorial.text = msg[0];
            if (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.K) || Input.GetKey(KeyCode.X) || Input.GetKey(KeyCode.L))
            {
                spot = 1;
            }
            return;
        }
        else if (spot == 1)
        {
            if (!ifinstruction)
            {
                ifinstruction = true;
            }

            CoreForce.dir   = Vector3.down;
            CoreForce.dirop = Vector3.up;
            if (PlayerController.pow != powerLevel.Double)
            {
                respawn -= Time.deltaTime;
                if (respawn > 0)
                {
                    return;
                }
                respawn = spawnTime;
                GameObject fans = (GameObject)Instantiate(currentenemy.enemyPrefab, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent <FansEnemys> ().index = fansIndex;
                addedenemy++;
                if (addedenemy < currentenemy.count)
                {
                    return;
                }

                fansIndex += 1;
                addedenemy = 0;
                spot--;
                tutorial.text = msg[1];
                nextwavetime  = Time.time + currentenemy.delaytime;
            }
            spot++;
            GameObject.Find("Slider").GetComponent <Slider> ().value = spot / size;
            currentenemy = WaveInfo [spot];
            return;
        }
        else if (spot == 2)
        {
            if (PlayerController.pow != powerLevel.Shield)
            {
                respawn -= Time.deltaTime;
                if (respawn > 0)
                {
                    return;
                }
                respawn = spawnTime;
                GameObject fans  = (GameObject)Instantiate(currentenemy.enemyPrefab, topPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                GameObject fans2 = (GameObject)Instantiate(currentenemy.enemyPrefab2, bottomPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
                fans.GetComponent <FansEnemys> ().index  = fansIndex;
                fans2.GetComponent <FansEnemys> ().index = fansIndex + 1;
                addedenemy++;
                if (addedenemy < currentenemy.count)
                {
                    return;
                }
                fansIndex += 2;
                addedenemy = 0;
                spot--;
                nextwavetime = Time.time + currentenemy.delaytime;
            }
            spot++;
            GameObject.Find("Slider").GetComponent <Slider> ().value = spot / size;
            currentenemy = WaveInfo [spot];
            return;
        }
        if (spot >= 8)
        {
            CoreForce.dir   = Vector3.down;
            CoreForce.dirop = Vector3.up;
        }
        switch (currentenemy.enemytype)
        {
        case typeifenemies.road:
            Instantiate(currentenemy.enemyPrefab, topRoadPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;

        case typeifenemies.fan:
            respawn -= Time.deltaTime;
            if (respawn > 0)
            {
                return;
            }

            respawn = spawnTime;

            if (side == true)
            {
                GameObject fans = (GameObject)Instantiate(currentenemy.enemyPrefab, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent <FansEnemys>().index = fansIndex;
            }
            else
            {
                GameObject fans = (GameObject)Instantiate(currentenemy.enemyPrefab, topPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent <FansEnemys>().index = fansIndex;
            }
            addedenemy++;
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            fansIndex += 1;
            side       = !side;
            break;

        case typeifenemies.garun:
            respawn -= Time.deltaTime;
            if (respawn > 0)
            {
                return;
            }
            respawn = 1.5f;
            Instantiate(currentenemy.enemyPrefab, fansbotPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            Instantiate(currentenemy.enemyPrefab2, middlePos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            Instantiate(currentenemy.enemyPrefab3, fanstopPos, currentenemy.enemyPrefab3.gameObject.transform.rotation);

            addedenemy++;
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            break;

        case typeifenemies.sine:
            respawn -= Time.deltaTime;
            if (respawn > 0)
            {
                return;
            }
            respawn = 1f;
            if (addedenemy == 1 && currentenemy.index == 1)
            {
                GameObject sine1 = (GameObject)Instantiate(currentenemy.enemyPrefab3, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                GameObject sine2 = (GameObject)Instantiate(currentenemy.enemyPrefab4, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
                sine1.GetComponent <SineE>().isRed = true;
                sine2.GetComponent <SineE>().isRed = true;
            }
            else
            {
                Instantiate(currentenemy.enemyPrefab, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                Instantiate(currentenemy.enemyPrefab2, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            }
            addedenemy++;
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            break;

        case typeifenemies.cave:
            count++;
            if (count == 200)
            {
                if (caveside == true)
                {
                    Instantiate(cave, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                }
                else
                {
                    Instantiate(cave, cavePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                }
                caveside = !caveside;
                count    = 0;
                addedenemy++;
            }
            if (addedenemy < currentenemy.count)
            {
                return;
            }
            break;

        case typeifenemies.obstcale:
            respawnforobstacle -= Time.deltaTime;
            if (respawnforobstacle > 0)
            {
                return;
            }
            respawnforobstacle = 3.5f;
            Instantiate(currentenemy.enemyPrefab, obstcalePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            countNum++;
            if (countNum < currentenemy.count)
            {
                return;
            }
            break;

        case typeifenemies.mario:
            Instantiate(currentenemy.enemyPrefab, middlePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;

        default:
            break;
        }
        spot++;
        if (spot >= WaveInfo.Count)
        {
            return;
        }
        GameObject.Find("Slider").GetComponent <Slider> ().value = spot / size;
        currentenemy = WaveInfo [spot];
        if (currentenemy.enemytype == typeifenemies.fan)
        {
            respawn = 0;
        }
        nextwavetime = Time.time + currentenemy.delaytime;
        respawn      = 0;
        addedenemy   = 0;
    }
Esempio n. 9
0
    // Use this for initialization
    void Start()
    {
        Camera cam = GameObject.Find("Main Camera").GetComponent<Camera>();
        camH = cam.orthographicSize * 2f;
        camW = camH * cam.aspect;
        topPos.x = bottomPos.x = middlePos.x =  sinebotPos.x = sinetopPos.x= camW/2 +1f;
        middlePos.z = 0f;
        topPos.y = camH/2-1f;
        topPos.z = 0f;
        bottomPos.y= -topPos.y+1f;
        bottomPos.z = 0f;
        BackgroundPos.x = topPos.x + 80f;
        BackgroundPos.y = middlePos.y = (topPos.y + bottomPos.y) / 2 -0.5f;
        BackgroundPos.z = 0;
        fanstopPos.x = fansbotPos.x = topPos.x;
        fanstopPos.y = topPos.y - 0.8f;
        fansbotPos.y = bottomPos.y + 0.8f;
        fanstopPos.z = fansbotPos.z = topPos.z;
        sinetopPos.y = (topPos.y + bottomPos.y) / 2 + 2.5f;
        sinebotPos.y = -sinebotPos.y;
        sinetopPos.y -= 1.5f;
        sinebotPos.y -= 2.5f;
        sinetopPos.z = 0f;
        sinebotPos.z = 0f;

        DeePos.x = topPos.x;
        DeePos.y = topPos.y;
        DeePos.z = 0;
        hat = null;
        DeedownPos.x = bottomPos.x;
        DeedownPos.y = bottomPos.y;
        DeedownPos.z = 0;
        JumperPos.y = bottomPos.y+camH/6;
        JumperPos.x = camW / 2;
        JumperPos.z = 0;

        BottomDuckerPos.x = TopDuckerPos.x = -camW / 2;
        TopDuckerPos.y = topPos.y;
        BottomDuckerPos.y = bottomPos.y;
        BottomDuckerPos.z = TopDuckerPos.z = 0;

        respawn = 0.14f;
        addedenemy = 0;
        spot = 0;
        currentenemy = WaveInfo[spot];

        hatchercount = 1;
    }
Esempio n. 10
0
    // Update is called once per frame
    void Update()
    {
        Debug.Log (spot);
        if (Time.time < nextwavetime) {
            return;
        }
        if (spot >= WaveInfo.Count)
            return;
        switch(currentenemy.enemytype){
        case typeifenemies.background:
            Instantiate (currentenemy.enemyPrefab, BackgroundPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;
        case typeifenemies.fan:
            respawn -= Time.deltaTime;
            if (respawn > 0)
                return;

            respawn = spawnTime;

            if (side == true) {
                GameObject fans = (GameObject)Instantiate (currentenemy.enemyPrefab, fansbotPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent<FansEnemys>().index = currentenemy.index;
            } else {
                GameObject fans = (GameObject)Instantiate (currentenemy.enemyPrefab, fanstopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                fans.GetComponent<FansEnemys>().index = currentenemy.index;
            }
            addedenemy++;
            if (addedenemy < currentenemy.count){
                return;
            }
            side = !side;
            break;
        case typeifenemies.garun:
            respawn -= Time.deltaTime;
            if (respawn > 0)
                return;
            respawn = 1.5f;
            Instantiate (currentenemy.enemyPrefab, fansbotPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            Instantiate (currentenemy.enemyPrefab2, middlePos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            Instantiate (currentenemy.enemyPrefab3, fanstopPos, currentenemy.enemyPrefab3.gameObject.transform.rotation);

            addedenemy++;
            if (addedenemy < currentenemy.count){
                return;
            }
            break;
        case typeifenemies.sine:
            respawn -= Time.deltaTime;
            if (respawn > 0)
                return;
            respawn = 1f;
            if ( addedenemy==1 && currentenemy.index==1) {
                GameObject sine1 = (GameObject)Instantiate (currentenemy.enemyPrefab3, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                GameObject sine2 = (GameObject)Instantiate (currentenemy.enemyPrefab4, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
                sine1.GetComponent<SineE>().isRed = true;
                sine2.GetComponent<SineE>().isRed = true;
            }
            else {
                Instantiate (currentenemy.enemyPrefab, sinetopPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                Instantiate (currentenemy.enemyPrefab2, sinebotPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            }
            addedenemy++;
            if (addedenemy<currentenemy.count)
                return;
            break;
        case typeifenemies.ducker:
            Instantiate (currentenemy.enemyPrefab, TopDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            Instantiate (currentenemy.enemyPrefab2, BottomDuckerPos, currentenemy.enemyPrefab2.gameObject.transform.rotation);
            break;
        case typeifenemies.topducker:
            if (currentenemy.index == 1) {
                GameObject ducker1 = (GameObject)Instantiate (currentenemy.enemyPrefab, TopDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                ducker1.GetComponent<DuckerE>().isRed = true;
            }
            else {
                Instantiate (currentenemy.enemyPrefab, TopDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            }
            break;
        case typeifenemies.bottomducker:
            if (currentenemy.index == 1) {
                GameObject ducker2 = (GameObject)Instantiate (currentenemy.enemyPrefab, BottomDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                ducker2.GetComponent<DuckerE>().isRed = true;
            }
            else {
                Instantiate (currentenemy.enemyPrefab, BottomDuckerPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            }
            break;
        case typeifenemies.dee:
            if (hatchercount%3 ==0 || spot == 12){
                Instantiate (currentenemy.enemyPrefab, DeePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                StartCoroutine (deedelay ());
                Instantiate (currentenemy.enemyPrefab2, DeePos + new Vector3(1f,0f,0f), currentenemy.enemyPrefab2.gameObject.transform.rotation);
                if (currentenemy.count == 3) {
                    StartCoroutine (deedelay ());
                    Instantiate (currentenemy.enemyPrefab3, DeePos+ new Vector3(2f,0f,0f), currentenemy.enemyPrefab3.gameObject.transform.rotation);
                }
            }
            else{
                Instantiate (currentenemy.enemyPrefab, DeedownPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                StartCoroutine (deedelay ());
                Instantiate (currentenemy.enemyPrefab2, DeedownPos + new Vector3(1f,0f,0f), currentenemy.enemyPrefab2.gameObject.transform.rotation);
                if (currentenemy.count == 3) {
                    StartCoroutine (deedelay ());
                    Instantiate (currentenemy.enemyPrefab3, DeedownPos+ new Vector3(2f,0f,0f), currentenemy.enemyPrefab3.gameObject.transform.rotation);
                }
            }
            break;
        case typeifenemies.boss:
            Instantiate (currentenemy.enemyPrefab, middlePos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;
        case typeifenemies.jumper:
            Instantiate (currentenemy.enemyPrefab, JumperPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
            break;
        case typeifenemies.hatcher:
            //if (!ifneednext){
                if (hatchercount%3!=0) {
                    Instantiate (currentenemy.enemyPrefab, bottomPos, currentenemy.enemyPrefab.gameObject.transform.rotation);

                } else {
                    Instantiate (currentenemy.enemyPrefab2, topPos, currentenemy.enemyPrefab.gameObject.transform.rotation);
                }
            hatchercount++;

                //ifneednext = true;
                //return;
            //}
            //fneednext = false;
            break;
        default:
            break;
        }
        spot++;
        if (spot >= WaveInfo.Count)
            return;
        currentenemy = WaveInfo [spot];
        if (currentenemy.enemytype == typeifenemies.fan) {
            respawn = 0;
        }
        nextwavetime = Time.time+currentenemy.delaytime;
        respawn = 0;
        addedenemy = 0;
    }